Part I. Crank Storyboard Suite

Table of Contents

1. Storyboard Suite Overview
Introduction
Compatibility with Previous Versions
Storyboard Architecture
Graphical Composition Elements
Events and Actions
Data Variables and the Data Manager
Maintaining State and Reacting to Changes
Execution Pipeline
Execution Environment
Animations
Scripting
External Communication (Storyboard IO)
Performance Considerations
2. Storyboard Designer
Introduction
Designer Environment
Storyboard Designer Workbench
Anatomy of a Storyboard Designer Project
Storyboard Simulator
Storyboard Designer Editor
Editing Content
Editor Toolbar
Direct Editing
Storyboard Designer Views
Actions View
Application Model View
Animation Timeline View
Images View
Layers View
Navigator View
Outline View
Problems View
Properties View
Templates View
Variables View
Notes View
Creating a Storyboard Designer Project
New Storyboard Application
Photoshop PSD File Import
Storyboard Embedded Engine Import
Existing Project Import
Storyboard Designer Development
Simulating and Exporting an Application
Translation and Internationalization
OpenGL ES 2.0 Custom Shader, 3D Model and Compressed Texture Support
Working With Templates
Working with Multiple Application Design Files
Circles and Arcs
9-Patch
Groups
Scrolling Layers
Target Configuration
User Defined Actions
User Defined Render Extensions
Photoshop Re-Import Feature
Storyboard Designer Utilities
Design Notes
GoTo Dialog
Storyboard Search Dialog
Resize Storyboard Application
Resource Clean Up Wizard
Consolidate Images Wizard
Trim Images Wizard
Split Images Wizard
Merge Control Images
Collaboration and Team Development
Revision Control System Integration
Comparing and Merging Model Files
Comparing and Merging Projects
3. Storyboard Engine
Introduction
Target Configuration
Application Files
Setting up Storyboard Engine
Running Storyboard Engine
Command line Options
Plugins
Custom Shader Support
Font Environment Variable
System Specific Requirements
Linux FBDEV x86, armle
Microsoft WinCE, Compact7 win32, armle
Yocto Jethro Linux kernel (3.14) OpenGL, FBDEV, armle
4. Storyboard Media
Introduction
Media Actions
gra.media.new.audio
gra.media.new.video
gra.media.volume
gra.media.seek
gra.media.stop
gra.media.playpause
Media Events
gre.media.exit
gre.media.timeupdate
gre.media.statechange
gre.media.complete
gre.media.error
Media backends
gstreamer-backend
Gstreamer pipeline
External render extensions
5. Event Definitions
Standard Event Definitions
System Events
Pointer Events
Keyboard Events
Screen Manager Events
Focus Events
Table Events
Table Scroll Events
Layer Scroll Events
Mobile Events (Android and iOS)
Android Events
Windows Embedded Compact 2013 (WEC2013) Events
Plugin Specific Event Definitions
gre.gesture.up
gre.gesture.down
gre.gesture.left
gre.gesture.right
gre.screendump.complete
timer.[name] Timer Events
gre.animate.complete.[name] Animation Events
gre.rendermgr.error
6. Action Definitions
Built-in Action Definitions
gra.screen
gra.screen.fade
gra.screen.hold
gra.screen.release
gra.sendevent
gra.datachange
gra.screen.focus.set
gra.screen.focus.next
gra.screen.focus.prev
gra.screen.focus.direction
gra.table.scroll
gra.table.resize
gra.table.navigate
gra.log
gra.resource.dump_def
gra.playback
Plugin Action Definitions
gra.lua
gra.animate
gra.animate.stop
gra.audio
gra.greio
gra.perf_state
gra.redirect
gra.screen.path
gra.screen.scale
gra.screen.glswitch
gra.screen.glrotate
gra.screen.glflip
gra.screen.gldoors
gra.screen.gltip
gra.screen.glcube
gra.screendump
gra.timer
7. Render Extension Definitions
Common Render Extension Options
Render Extension Alignment
Fill
Fill Render Extension Options
Polygon
Polygon Render Extension Options
Rectangle
Rectangle Render Extension Options
Image
Image Render Extension Options
Image Alignment
Text
Text Render Extension Options
External
External Render Extension Options
3D Model
3D Model Render Extension Options
8. Scripting with Lua
Lua Function Parameters
Passing Extra Parameters to Functions
Storyboard Lua Integration
Lua Execution Environment
Asynchronous Lua Support
Lua Debugger
Introduction
Configuration
Debugging
Storyboard Lua API
gre.SCRIPT_ROOT
gre.set_data
gre.get_data
gre.set_value
gre.get_value
gre.send_event
gre.send_event_target
gre.send_event_data
gre.receive_event
gre.greio_disconnect
gre.touch
gre.key_up
gre.key_down
gre.key_repeat
gre.redraw
gre.quit
gre.move_layer
gre.move_control
gre.clone_control
gre.delete_control
gre.get_control_attrs
gre.set_control_attrs
gre.get_layer_attrs
gre.set_layer_attrs
gre.set_layer_attrs_global
gre.get_table_attrs
gre.set_table_attrs
gre.get_table_cell_attrs
gre.get_string_size
gre.poly_string
gre.resolve_data_key
gre.load_resource
gre.load_image
gre.dump_resource
gre.walk_pool
gre.timer_set_timeout
gre.timer_set_interval
gre.timer_clear_timeout
gre.timer_clear_interval
gre.thread_create
gre.vfs_open
gre.mstime
gre.env
gre.animation_create
gre.animation_add_step
gre.animation_destroy
gre.animation_trigger
Storyboard Lua DOM Module
gredom.get_application
gredom.get_object
DOMOBJECT:get_name
DOMOBJECT:get_type
DOMOBJECT:get_parents
DOMOBJECT:get_children
DOMOBJECT:get_variables
Lua DOM Samples
Storyboard Lua Android Integration
Storyboard Lua Android Integration
9. Storyboard IO
Connecting to a Storyboard Application
Sending Events to a Storyboard Application
Setting Application Data
Receiving Events from a Storyboard Application
Storyboard IO Utilities
iogen
iorcv
Storyboard IO API
gre_io_add_mdata
gre_io_close
gre_io_free_buffer
gre_io_grow_buffer
gre_io_open
gre_io_receive
gre_io_send
gre_io_send_mdata
gre_io_serialize
gre_io_size_buffer
gre_io_unserialize
gre_io_zero_buffer
10. Storyboard 3D Support
3D Rendering Fundamentals
The Scene Graph and Transformations
Material Support
Animation Support
Discussion on mapping FBX Animation data into meaningful structures
Support for Animation Takes
11. Optimizing Your Storyboard Application
Choosing the Right Image Format(s)
Frames Per Second
Scaling Images
Reducing Output Verbosity
Adjusting Engine Rendering Options
Memory
Measuring Performance
12. Storyboard Software Updates
Automatic Updates